#version 330 core

uniform mat4 view_matrix;
uniform mat4 projection_matrix;

layout(location=0) in vec4 vPos;
layout(location=1) in vec4 vColor;
layout(location=2) in mat4 model_matrix;

//out vec4 fColor;
out VERTEX
{
    vec3 normal;
    vec4 color;
} vectex;

void main()
{
    mat4 model_view_matrix = view_matrix * model_matrix;

    gl_Position = projection_matrix * (model_view_matrix * vPos);
    vectex.color = vColor;
}

